Thursday, June 01, 2006

Just chillin'

You know how sometimes you get all this time to do the exact thing you've been craving to do but once you have the time you find that you are so burnt out and beaten down that you don't have the inspiration or energy to do it? yeah, me too. No pitty part here, just venting a bit-- in short, looking for work does things to people, especially me. So in honor of the valley i am in right now i have this drawing from a scene i started to animate but fizzled out on. I feel it represents how i feels well, tired, beaten down yet still with an optomistic smile. It's hard to see through the mist of trial at times, although i do rejoice for those who are on some peaks right now like my friend Steven MacLeod, www.clockroom.blogspot.com. A very talented guy who got the Pixar story internship! He deserves it big time--
I would like to put the word out to any students out there that i do lecture quite a bit and am free to do lectures for you and your departments. Or for anyone out there who needs help in the freelance arena, i'd love to talk with you to see if we could maybe work something out!
HEY! lets talk animation, novel idea! someone asked about how to get "snap" into your animation. Snap is pretty easy to get-- snap is basically caused by gaps in your spacing and depending on how snappy you want something is how big you leave the gap. check out this timing chart-- if you put your breakdown 5 as a third that will give you more snap than making it evenly spaced. Incidentally you CAN get snappy action on 2's-- it's all about your spacing. what also helps in getting snap is obviously squash and stretch. In the shot below stitch is contracting and stretching a bit. the stretch is obviously the release of energy from the squash, but making that stretch as straight as i could is what gave it the snap. If i had put fancy swirls and S curves in it, it still would have had snap but would have been weakened a bit. Making this straight as straight as i could helped give it the feeling of "springiness".
On the next post i am gonna do a little tutorial about how i approach "ruffing out" a shot- the pitfalls, tips and tricks, and put up some inspiration from some guys i admire! take it easy everyone!

9 comments:

animationGiant said...

Wow! You have a lot of valuable information on your blog. I plan on visiting very often. I usually do a lot of design and visual development type work. However, I really have the itch to start animating again. Thanks for the inspiration. Oh, and love you monkey character!

willborough said...

I'm very much looking forward to your next post. Your animation is great.

B

Victor Ens said...

Great drawing, Matt.
One could think you used me as life reference for it (:-D
I think I am in the same dark valley right now :-(

Aaarrgghh, let's concentrate on the bright and interessting things of life like.....ANIMATION !!!

Sinerco said...

Can't wait for your next post.I developed a lot of bad habbits doing video game animation and would like to learn how it's really done.I'm glad there are people like you and mr. Harris,that are willing to share what they know.Thanks.

Q/Minkyu said...

Ok, so 5 is on the third of the seven and the 3 is on the third of the 5. I'll remember this when I do a snap! Thanks Matt! geez. It sounds so easy when you explain it! but when I do it..it turns out to be something else! thanks for awesome stuff!

Jeremy said...

Hey Matt, I was able to see your latest monkey animation.. guess it just took a little extra time to load on my computer. Seriously impressive work! You have a really solid technique and the way you slightly rotate the wrists and arms as well as cushion the weight on down the legs to the feel reminds me of James Baxter's work. It's the strong draughtsmanship and solid timing skills that I really admire. Don't sweat the bad days, just keep doing what you're doing :)

Matt Williames said...

Thanks Sincero! It's unfortunate that with the age of CG a lot of basics got thrown out at some studios. I knew a guy in gaming who told me that they basically didn't need any of what the 9 old men taught us because CG does it all automatically. anyone who's touched a computer knows this is the exact opposite. The computer fights you all the way-- just like the human mind kinda does too. but please keep coming back and enjoy the posts!
Minkyu- yeah man, the logic behind making 5 a 3rd is obvious but the reason 3 is a 3rd is because your last or first inbetween on any cushion should always be a 3rd to continue the progression. Once you start to understand the reasons of why you do something things become much more clear.
Jeremy- My goodness, that's quite a compliment! I am no Baxter but i'm trying to be the best me i can be... sounds like something a mom would say huh? seriously, the only thing that makes guys like Glen, James or anyone else special is that they truly are trying to be themselves. It's their vision-- that's part of what makes hand drawn so special to me is that you can tell when Glen's shots come on the screen. I think you could too with CG cuz of the acting choices but it would be much more difficult. anyway, thank you for all the kind words. Helps me through rough spots like right now!

Dan said...

Hang in there Matt, we all go through some rough times. You have amazing skills, I always enjoy seeing you stuff!

Dan

K McLeod said...

Matt thanks for the post on adding snap to your animation. I found it helpful and plan on putting it to work with my second pass on some animation I'm working on of a tea pot losing his cool. One request I would like to make is any thoughts you might have on timeing for animation. This is a subject grossly under talked about or taught I've found in books or when I was at college for trational animation. Thanks for taking the time to make this blog and share your experiances with the rest of us. K McLeod